- Sep 20, 2017
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Monster Iestyn authored
Netcode fixes the sequel See merge request !207
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- Sep 04, 2017
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Monster Iestyn authored
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Monster Iestyn authored
SDL2: Relative mouse mode See merge request !206
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Monster Iestyn authored
P_FloorzAtPos slope fix See merge request !208
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- Aug 30, 2017
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Monster Iestyn authored
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- Aug 23, 2017
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Monster Iestyn authored
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- Aug 22, 2017
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Monster Iestyn authored
Also, don't post an ev_mouse event_t if not in relative mouse mode, so the camera doesn't jerk when the mouse enters the window
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- Aug 21, 2017
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Monster Iestyn authored
Also did some cleanup and moving around, as well as adding comments
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- Aug 19, 2017
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Monster Iestyn authored
Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before) Also changed movemousex/y to INT32
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Monster Iestyn authored
This fixes SDL2_RelMouse's weaker sensitivity for me on Windows (but apparently not for others??)
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- Aug 16, 2017
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Monster Iestyn authored
Patch: Lua CV_RegisterVar See merge request !109
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- Aug 08, 2017
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Yukita Mayako authored
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- Aug 07, 2017
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Turns out we don't need to use SDL_SetWindowTitle on its own, since SDL_CreateWindow already deals with the window title anyway. So I've disabled everything related to Impl_SetWindowName for now Also what were you thinking Fury?!? window shouldn't be NULL for SDL_SetWindowTitle, you backwards person you
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Alam Ed Arias authored
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Alam Ed Arias authored
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- Jul 25, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Charability trigger hotfix Apparently when I made `P_RunTriggerSpecial` less than 3 years ago (August 2014) and cleaned up the trigger linedef code, I accidentally inverted the ability check for linedef types 305-307 by mistake, thereby causing the linedefs to activate for anyone EXCEPT those with the ability instead. Whoops. See merge request !205
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- Jul 24, 2017
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Monster Iestyn authored
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- Jul 19, 2017
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Monster Iestyn authored
Fixes for Each Time and P_IsObjectOnGroundIn Fixes the issue with Each Time reported here: https://mb.srb2.org/showthread.php?t=42818 Also fixes a separate issue with P_IsObjectOnGroundIn and intangible FOFs (where it determined that standing at the top height of them counted as being on the ground) which was also reproducable via the above bug funnily enough. See merge request !204
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- Jul 17, 2017
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Monster Iestyn authored
Create static function P_IsObjectOnRealGround for each time thinker to use in place of P_IsObjectOnGroundIn, for non-FOF floor touch specials This fixes solid FOFs activating floor touch specials for normal ground if using an "each time" trigger linedef
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Monster Iestyn authored
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- Jul 09, 2017
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Monster Iestyn authored
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Monster Iestyn authored
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- Jul 08, 2017
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Monster Iestyn authored
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- Jul 07, 2017
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Monster Iestyn authored
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Monster Iestyn authored
Pwease no kicky Don't kick Tails! Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early. This can go into Master, right? It only matters for the host, and it's explicitly only having a major effect outside of netgames. See merge request !201
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Monster Iestyn authored
*Add CONS_Printf messages for !netgame checks *Arg count is checked first regardless of netgame status for both kick and ban, < 2 is checked instead of == 1 just in case these weren't called from console for some stupid reason? *Moved Command_Kick's buffer vars to within the code that actually does kicking stuff
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Monster Iestyn authored
Single Player/Coop tally screen fixes * The TIME/SCORE part of the HUD now doesn't move from the position it was before the tally screen started in non-green resolutions. The example screenshots of this bug and the fix for it below are all taken in 640x480: How it should be:  How it displays in 2.1.19:  How it displays in an exe with the fix:  * The time display at the tally screen no longer limits the minute number to between 0 and 59. How a time > 60 mins displays normally just before finishing the level:  How it displays afterwards (it's supposed to be 61:19 but it's wrapped to 1:19 instead):  See merge request !202
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- Jul 05, 2017
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Monster Iestyn authored
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Monster Iestyn authored
The normal HUD display while playing a level doesn't do this, only the tally screen does it for some reason
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Monster Iestyn authored
Copy+paste st_stuff.c functions and macros to accurately draw SCORE/TIME on the tally screen like they are when actually playing the level
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toaster authored
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toaster authored
Also, a movement for the WRITESINT8 to prevent modification to buf if the function bails early.
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- Jul 03, 2017
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Monster Iestyn authored
Lua archive value fix This fixes some potential problems with archiving mobjinfo_t/state_t data via Lua in netgames (whether as custom mobj/player vars or by NetVars hook). Thanks to LJSonic for pointing this out to me. See merge request !200
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Monster Iestyn authored
No more jumping springs FOR REAL! The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances. Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch. Test with ```<root>/toaster/srb2springsagain.exe``` and ```<root>/DrTapeworm/springtest.wad```, via Mystic's secret server that [SOME jerk](https://www.youtube.com/watch?v=TRjXE_ZMT2s) keeps leaking from. See merge request !199
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- Jul 02, 2017
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Monster Iestyn authored
Apart from the fact that UnArchiveValue reads UINT16 for both anyway (which alone causes problems), but UINT8 isn't even enough to store the higher end of the object types list and definitely most of the states welp
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toaster authored
The issue was that because both them and the player had MF_SOLID, the tmfloorz of the spring was getting set to above the player (or vicea versa with tmceilingz), forcing it upwards with them under certain circumstances. Now, springs only acknowledge the solidity (for purpose of tmfloorz/tmceilingz) of objects they CAN'T launch.
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- Jun 23, 2017
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Monster Iestyn authored
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- Jun 22, 2017
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Alam Ed Arias authored
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Monster Iestyn authored
OpenGL slope FOF lighting fix This fixes some issues with sloped FOFs that affect lighting in OpenGL (as in, those that cast a shadow or have a colormap). Particularly, they can do strange things to any wall textures adjacent to them, as we've noticed ourselves in levels for 2.2. =P See merge request !194
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